Sand of time glowing effect
Blitz3D Forums/Blitz3D Programming/Sand of time glowing effect
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A little rendering glow effect like 'sand of time' :) Try interactive demo : http://www.blitz3dfr.com/mes_projets/egypt.zip |
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Cool Does it use the same technique as Bouncers Bloom filter? |
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filax, Thats very pretty. Is there any impact to rendering time. Unfortunately, I'm at work and cannot try the demo:( |
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Bloom ? euh ? who is bloom ? i have modify one of my older nightvision code, this technique use dynamic sprite blend in front of camera. |
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What you just said, is bloom ;). |
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I forgot the link, Doh! http://www.blitzcoder.com/cgi-bin/showcase/showcase_showentry.pl?id=naama02262004175141&comments=no |
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Thats very pretty. Is there any impact to rendering time. You get two guesses. And the first one doesn't count... |
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Sweet. Great Work |
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You have texture drifting in your blur texture. You can see this when you increase or decrease the size of glow. Also you should use higher resolution texture to lower the amount of flickering. When you constantly render a scene and copy that to texture, it drifts (this is blitzes fault... I think). You can hack a fix and try copyrecting from 1,1 to texwidth,texheight for a crude fix. |
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Very nice example ! Bouncer ! i think to change my code with your example :) it seems faster than mine |
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I think it's slower than yours... not sure though. It seemed nice at first, but I decided it takes too much processing power on older gfx-cards to be of any use. It can be optimized much more, but somebody else can do it :) I'm looking forward if somebody finds a way to do a really good looking glow with light streaks and no flickering. btw. Nice work Filax... as always. |
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I get Memory Access Violation when I run the demo. |
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filax: your method is faster than Bouncer's. Both methods work fine on my home-PC, but Bouncer's program does about 5 fps on my workPC, while your program still runs at about 12-15 fps. |
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Filax, This is a beautiful example of what can be achieved with B3d. Congratulations, I think it is one of the best demos I have seen in B3d. IPete2. |
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Thanks ! :) |
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yup , looking really nice |
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Filax, nice! ChrML: don't run it right from winzip, extract to a folder first. |
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thanks tom :) yes don't execute directly from the zip ! extract exe before! |
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Wow this is very sexy stuff filax. Are you considering releasing some source code for this at some stage? |
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I'm guessing he is making a low-res render, copying it to a texture on a sprite in front of the camera, and blending it with a second high-res render. It looks very nice. I wonder if there is a way to contain the effect within select areas. I guess if only some objects were marked to "glow" you could contain the effect within a room. |
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Which, of course, begs the following question: Why not just create solid colored objects, boxes or spheres, render them alone in a low res setting, and blend them over the high-res render of the map, for a volumetric fog effect? |
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halo: you have to copy the scene to a texture then multiply blend it a few tines to make only the bright parts to stay (you can use alpha also to regulate the initial darknes), then blur the texture (using additive blending) with few passes to make the glow bleed from the edges... then additive blend with the scene. napoleOn: you can't really compare my code for filax's code because you should have same amount of passes and same texture size to compare. (not saying mine isn't slower... because it's far from optimised) |
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@Bouncer: I've been playing around with your code (adjusting passes and resolution and the like) quite a lot and the results on my workPC (see sig) are really a lot slower. Somewhere you're doing something that makes my QuadroPro2 (GeForce 2 family) very, very unhappy. On GeForce 4 there doesn't seem to be such a dramatic difference though, both your and Filax' methods work fine there. |
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I think altering your code (Bouncer) to use the new 2x modulation would help as it would mean less passes to make the scene brighter? |
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Excellent 'Bloom' Effect Code Bouncer. I will definately put it use. |